Armorsmith Archive
Thread: BRAINSTORMING: Fighting for Encum Exp is a lost cause lets think of something new.
ZionHalcyon wrote:
Well, I think the Mod idea could work if Armorsmiths get an optional component from a BE that will allow them to experiment modson the armor (how many blocks depends on how well the BE's make it), and to be fair, Tailors can do the same for clothes.
That way, no one gets shafted, and it leaves people with the choice to wear either clothes or armor, and it also deals with the supposed rumor that skill tapes are going away after the CURB.
This way, everything is in the players' hands.
MrGouda wrote:
Is the condition and resists in the same line? If so, at a minimum I think they should/could split those out.
But is this a catch 22? Oh we 12 pt-ers have extra points to make higher condition armor so we don't sell as many sets. Or do we charge more for higher condition armor, resists being equal. I think so.
So if you don't put "elemental" layers in they don't show up in the base resists? Can anyone confirm this? I think adding a line for every elemental resist pair would be a little much. You could have 4 different lines in addition to the base (assuming different layers can go into a segment). Assuming different segments can go into a core, the core could have EVERY layer in it. WOW. I've never even made a coldor heat layer. This could get quite complex.
Thinking out loud...
from the core alone... it looks as though all elementals are in base... kin and energy are in special...
the layers yin and yang the resists rather then moving to special resists... as far as i've seen.. maybe i was half asleep when i did it../shrug
Message Edited by MrGouda on 04-12-2005 03:28 PM
Message Edited by MrGouda on 04-12-2005 03:29 PM
ZionHalcyon wrote:
...
To see "whining" posts go up in count, and to see this one sink, I have no more sympathy for anyone in the Armorsmith profession anymore - I see the majority now as nothing more than a bunch of spoiled cry-babies, those present in this thread excluded.
...
ooooh, I better post here so I don't get grouped with the cry-babies...
On a serious note, I agree that it is only constructive posts that will get us anywhere but sometimes you can only take so much. We all wantsome complexity in the new system (at this point I am not very picky, just give me something to play with),and a couple of the ideas here are very good.
1) Layers: there are a lot of ways they should be able to code some interesting experimentation lines for layers. Ying-Yang is mentioned, but how about a slightly offset result. When you experiment 6 points on say Heat, Cold is lowered 4 points. Thereby you can increase all resists, but much less than if you focused on one line (this would also give existing 12pt a small edge).
2) Segment: Split special (kin/ene) and base (the rest) experimentation
(Disclaimer : I have not tested the advanced layers on TC so I do not know whether any of these options are already included)
3) Mods: Very interesting idea, which would be in line with the philosophy of giving even casual players access to the "goods" at a reasonable cost. I do like the idea of getting this from BE as well.
4) Loot: Loot is apparently going to play a very important role after the CU. How about that whenever we add a loot piece, we get a new line to experiment on where we can increase the effect of the added loot (I recall a Krayt scale giving a Health bonus as an example). This would also increase the motivation to hand craft pieces.
Important note: I believe that whatever they (hopefully) choose to include should allow for players and crafters to unbalance the game just a little...Not like today with 90% armor and insane buffs, but a small difference thatis worthwhile working towards. The prospect of even a tiny edge can be very motivating for both us and our customers, a perfect balance is not.
Anyway, I really think the Ying-Yang effect is good. It would make it fun to experiment without attempting to push the devs to do something they've got no intention of doing, which would get us nowhere.
What I'd like to hear from the CU testers, since my own armoursmith on test is advancing very slowly due to my focusing on Rifle testing as part of the testing team, is how the layers work together now, so more detailed suggestions can be made. (I may have missed a post already that said something like this.) Sure, each assembly may only have one experimentation line, but how does experimenting on one layer and not another work? How do they intermix? While, we should definitely work on suggesting a second experimentation line, we should make sure whatever we suggest doesn't interfere with the complexity involved there as well, or instead of getting more flexibility and creativity, we'll just be sacrificing one kind for another.
With the four stages of crafting this would be nice
Message Edited by Gallio on 04-13-2005 02:20 PM